
Remind players that choices have consequences, as they’ll learn this season. However, depending upon what choices the PCs made along the way, including which NPCs they helped, offended, or killed, they may find certain aspects of Act 3 more challenging and certainly more difficult. Regardless of what avenues of adventure the PC’s have followed, all roads lead to the same inevitable confrontation with the stories main villainous forces in Act 3. From there we get a more linear story through Act 2. It also serves to advance the plot and provide the PCs with information about any of the significant story elements they may not have yet had time to deal with. The Interlude is designed to help DMs get the adventure back on track if things are coming off the rails (a real possibility if your players are anything like mine). It will be possible for the PCs to make a difference in one or two of the paths, but it’s unlikely they’ll have the time and resources to resolve all of them – again, the adventure is set up that way intentionally.īetween Acts 1 and 2 there is an Interlude. Each path has a considerable amount of detail for the DM to work with. In Act 1 at the outset the PCs will learn of three potential avenues they can investigate. The overall story is broken into three acts. After all, they can’t be everywhere at once (and that’s intentionally built into the way the story is structured). The PCs can bounce between story threads as they see fit, but as they do some elements of the story will continue to play out. Although the PCs will have considerable freedom to do as they please, other things will be happening in parallel. There’s a structured timeline provided for DMs. The adventure is actually arranged in a pretty organized way. I want to reassure everyone that it’s not going to be complete chaos. It will be exceptionally difficult for a DM to pick up the adventure and be able to run it without significant prep. This will mean that DMs need to do their homework. Some participants will enjoy the flexibility it presents others will find the lack of a clear path disturbing. This is completely new way to run D&D Encounters. Groups can play at their own pace doing as much or as little as they want week to week. That’s right, the players will find their characters thrown into events already in progress and be given complete freedom to insert themselves as they see fit. This is going to come as a shock, but there are no set encounters broken down week by week. Legacy of the Crystal Shard is presented as edition-neutral and can be run using 3.5e, 4e, or D&D Next mechanics. Although it’s not necessary for the DM or any of the players to have read these books, if they have it will give them with additional insight this season (so read them if you haven’t because they’re fantastic!). Salvatore’s original Icewind Dale trilogy. This adventure builds on the events of R.A. It’s the second of fives D&D Encounters adventures that tie in to The Sundering, the first being last season’s Murder in Baldur’s Gate.
#Legacy of the crystal shard pdf 5e series
The adventure itself is part of The Sundering, the ongoing series of stories happening throughout the Forgotten Realms. My initial impression is that this will either be the very best or very worst season of D&D Encounters there will be no middle ground. Although it does bear some similarities to previous season and holds true to some of the conventions you’ve come to expect from the D&D Encounters program, it takes a huge leap into new territory as we’ll describe below. Legacy of the Crystal Shard is different than any other D&D Encounters adventure we’ve seen so far – and I mean that in a good way.
